Towards bi-directional dancing interaction | p. 1 |
An emotional path finding mechanism for augmented reality applications | p. 13 |
Interacting with a virtual conductor | p. 25 |
Animal controlled computer games : playing Pac-man against real crickets | p. 31 |
Leaving a message with the PaPeRo robot : the effect of interaction experience with real or virtual PaPeRo on impression evaluation | p. 37 |
Passive interactivity, an answer to interactive emotion | p. 43 |
Entertainment on mobile Internet services : from the Korean consumer perspectives | p. 53 |
Experimental approach for human perception based image quality assessment | p. 59 |
Interaction and participation in radio plays : a novel approach to an old medium | p. 69 |
Real-time monitoring system for TV commercials using video features | p. 81 |
Interactive dramaturgy by generating acousmetre in a virtual environment | p. 90 |
Exposure to violent video games and desensitization to violence in children and adolescents | p. 96 |
Kansei Mediated Entertainment | p. 103 |
Backseat playgrounds : pervasive storytelling in vast location based games | p. 117 |
Layered multiple displays for immersive and interactive digital contents | p. 123 |
Design and implementation of a fast integral image rendering method | p. 135 |
A neural classifier for anomaly detection in magnetic motion capture | p. 141 |
Multichannel distribution for universal multimedia access in home media gateways | p. 147 |
Language-driven development of videogames : the | p. 153 |
Architecture of an authoring system to support the creation of interactive contents | p. 165 |
Applying direct manipulation interfaces to customizing player character behaviour | p. 175 |
Programmable vertex processing unit for mobile game development | p. 187 |
Vision-based real-time camera matchmoving with a known marker | p. 193 |
OHAJIKI interface : flicking gesture recognition with a high-speed camera | p. 205 |
The smart dice cup : a radio controlled sentient interaction device | p. 211 |
Learning about cultural heritage by playing geogames | p. 217 |
Dynamic binding is the name of the game | p. 229 |
Lessons learned from designing a virtual heritage entertainment application for interactive education | p. 233 |
A dynamic load balancing for massive multiplayer online game server | p. 239 |
My photos are my bullets - using camera as the primary means of player-to-player interaction in a mobile multiplayer game | p. 250 |
Enjoyment or engagement? : role of social interaction in playing massively mulitplayer online role-playing games (MMORPGS) | p. 262 |
On-line motion style transfer | p. 268 |
Dynamic skinning for popping dance | p. 280 |
Discovery of online game user relationship based on co-occurrence of words | p. 286 |
Mobile phone gaming (a follow-up survey of the mobile phone gaming sector and its users) | p. 292 |
Designing a story database for use in automatic story generation | p. 298 |
An efficient algorithm for rendering large bodies of water | p. 302 |
Forbidden city explorer : a guide system that gives priority to shared images and chats | p. 306 |
Reinforcement learning of intelligent characters in fighting action games | p. 310 |
Capturing entertainment through heart rate dynamics in the playware playground | p. 314 |
Design implications of social interaction in online games | p. 318 |
TEMPEST : a text input system for musical performers | p. 322 |
Design strategies for enhancing experience-based activities | p. 326 |
Imitating the behavior of human players in action games | p. 332 |
Electronic treasure hunt : real-time cooperation type game that uses location information | p. 336 |
Design of positive biofeedback using a robot's behaviors as motion media | p. 340 |
Social landscapes : visual interface to improve awareness in human relationships on social networking sites | p. 350 |
Bare hand interface for interaction in the video see-through HMD based wearable AR environment | p. 354 |
Studying user experience with digital audio players | p. 358 |
The development of a collaborative virtual heritage edutainment system with tangible interfaces | p. 362 |
Clustering of online game users based on their trails using self-organizing map | p. 366 |
Communication supports for building world wide Internet game communities | p. 370 |
Hardcore gamers and casual gamers playing online together | p. 374 |
High-precision hand interface | p. 378 |
Real-time animation of large crowds | p. 382 |
Vision-based bare-hand gesture interface for interactive augmented reality applications | p. 386 |
PHI : physics application programming interface | p. 390 |
A vision-based non-contact interactive advertisement with a display wall | p. 394 |
"SplashGame" : a ludo-educative application based on genre and verbal interactions concepts | p. 398 |
Shadow texture atlas | p. 402 |
A chording glove for games : development of a wearable game device | p. 406 |
VIRSTORY : a collaborative virtual storytelling | p. 410 |
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